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Messages - Atruejedi

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226
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This would essentially make 1 rangefinder "spot" for the entire team. I don't like that. Imagine a 3 vs. 3 or a 4 vs. 4... one rangefinder can give all those players this info? "Overpowered." I like the one-per-ship idea.
Did you read my footnote - what do you think?

Still against those footnotes as well. Too much info :-\

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I like this idea, but it's already in the game (get ready for incoming secret about a stupid feature) - if you enable tutorial text the relevant components on enemy ships are hi-lighted and blink as soon as you get in range. Also I think that the range finder does this currently anyway with a x on the reticle.

What!?! h4x!!~!~!!1`11 Muse needs to FIX THIS!

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I really don't see why this would make people take more than 1 rangefinder per ship. Also I don't see why that would be a bad thing if they did - what if the gunner was the only person with a spyglass and both engineers had range finders - the gunner is the person with the most free time to spot ships I think it would be pretty cool if people played like this.

Captains get this ability for free anyway, in the latest patch captain mark even shows where the ship is off screen with a floating arrow indicator! (OP OP)

This IS OP... it negates the point of the crew using the spyglass at all (beyond for map marking for allies; screw 'em, right?). A captain should have to depend on his crew to spot, for better or worse.

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All it would do is let you point out the location of the ship to your own crew (teamwork required) for them to spot it which shows its location to the rest of the team (teamwork result). Note the ship will not appear on the map if you mark an unspotted ship with rangefinder, the ship will only be rangefinder marked for a few seconds, and it will not appear to the ally ship at all.

I don't think this would "dumb it down" (what great powerful advanced effect do you think the range finder brings, even with my suggested changes?) but only make it appealing to the crews that want to use it. I know for a fact my team would ignore the rangefinder if it left a crew member without the ability to mark a ship to other players on the team, no matter what information it showed about enemy ships. (this is the biggest reason it's bad to take a rangefinder currently!) Are we too dumb to use the range finder, or smart enough to realize it's crap if it takes away a crew members ability to spot at all?
Spotting position is just too important and not having it at all on one player is very bad - one player spotting a ship can have a serious effect on the outcome of the battle, just think how many times that one player on your team spotted that metamidion right behind you and saved your ass. (I can think of a veteran player who thinks spotting is so important that he would always take spyglass as pilot before they added the captain mark ability)

I thought about it and I changed my mind. You're right. I'd be okay with the rangefinder providing a temporary spot of, say, 5 or so seconds, to allow the person who is actually carrying the spyglass to apply a proper spot.

Give range finder a type of captains mark. Once marked then range info is available if ship is spotted by spyglass.

Make range information available to the ship with rangefunder until spot from any spyglass is lost. This requires each ship to have their own rangefinder

This would make it viable. Only problem is now there are three types of bracket systems used to denote a marked ship

All good ideas. I think these are the best that you presented.

I'm in complete agreement with all this. Make the "rangefinder spot" a classic crosshair, like the heavy ammunition icon, and make it disappear once properly spotted by a spyglass user.

227
  • The spinning circles used to show someone on a gun how to aim are removed from the rangefinder, or at least an option is added for a player to disable them. There is nothing more annoying than shooting a gun when a novice on your ship starts rangefinding and the spinning circles start to block up your reticle.


I've honestly never understood exactly how these circles work anyway. I assume the smaller the circle, the more accurate? But that's never explained in the game... so yeah, either clarify it in-game or get rid of it.

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  • The rangefinder effect only works if the ship is first spotted by another player with a spyglass, and the range finder effect remains active until that ship loses its spot through hard or soft cover.


This. This this this. This makes it worthwhile. I'd gladly have 2 spyglasses and 1 rangefinder on my ship if it worked like this.

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  • The range finder is given the following limited spotting ability if used on an unspotted ship - ships are marked for a limited number of seconds visible only to players on the same ship (essentially the exact same functionality as the captains mark ability, but with its own distinct set of brackets around the targeted ship)


No. Because then you'll likely have more than 1 rangefinder per ship, and we don't want that. Give the rangefinder and the spyglasses to the crew mates you trust to use them responsibly. Don't dumb it down. Rangefinder should be a bonus for crews who are smart enough to use it.

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  • Once a ship is successfully marked by a rangefinder after already being spotted by a spyglass it displays the range of the ship in km from each ship on the spotting team as it does currently. This effect will remain active until the ship loses its spot through hard or soft cover and does not require constant spotting from the person using the rangefinder.


This would essentially make 1 rangefinder "spot" for the entire team. I don't like that. Imagine a 3 vs. 3 or a 4 vs. 4... one rangefinder can give all those players this info? "Overpowered." I like the one-per-ship idea.

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  • Once a ship is marked by the rangefinder after being spotted by a spyglass a variation of the ship status UI currently in spectator mode is displayed next to the spotted ship showing: it's hull health, component cool-downs, which components are disabled, which components are on fire, the number of fire stacks on burning components, which components are chem-sprayed, and which components are buffed.

Too much information. Unfair, in a way. Maybe just info on certain aspects.

My suggestion: I think the best quality the rangefinder could give players is this: once a rangefinder is "used" on an already-spotted enemy ship, any crew mate on the rangefinding ship who is mounting a gun receives some sort of notification when an enemy comes within their mounted gun's maximum range. It alerts the shooters when firing their guns will allow the bullets to reach the enemy vessel. No more firing gatlings or carronades early... rangefinder will tell you when to open fire! 8)

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Bubbles confirmed that the new hitmarkers have been misconfigured into the game and were only intended for alliance, aka they're a bug. Should be hotfixed by the end of the week. /Thread

PRAISE BE!

Still, if they're adding that system to Alliance, it's still a step backwards... but one I care much less about :D

EDIT:

Hey guys,

The new hit markers shouldn't be going out yet and the balance changes are upcoming. They are a little more aggressive than normal so we're going to be doing more testing and we'll keep you informed on what's happening with it asap.

Keep an eye out for the announcement!

Bold, italicized, and underlined for emphasis... maybe this isn't over yet. Keep vigilant!

229
Feedback and Suggestions / Obligatory Revised Hitmark System Feedback Thead
« on: February 23, 2016, 09:29:51 am »
I created this thread so that, instead of inundating Muse with emails about the new hitmark system, we could just discuss it here and see how everybody feels. Full disclosure: I hate it.

The old system involved three variables for hit markers: Size, color, and ... filled-in-ness.

  • If a hit marker was filled in, it was yours. If a hit marker was an outline, it belonged to an ally.
  • If a hit marker was big, it was effective. If a hit marker was small, it was ineffective, and you knew to aim elsewhere.
  • If a hit marker was white, the component was online or the armor was up. If a hit marker was red, a component was destroyed or the armor was down.

This was a good system! A VERY GOOD SYSTEM! A great system to explain to new players how the system worked! The problem, in my opinion, was that Muse did a poor job explaining it. I've explained to countless (hundreds, at least) new players how the hit marker system works, and the typical response I get is, "...Oh. Well, that's easy! Thanks, I didn't know that." And then the problem is solved, one new player at a time.

Now? There are only two variables involved in the hit marker system.

  • If a hit marker is red, it belongs to you. If it is white, it belongs to a crew mate.
  • If a hit marker is a "large" X, it is doing effective damage. If a hit marker is a TINY PLUS, it is doing ineffective damage and is nearly impossible to see, especially on a red map like Canyon Ambush.

I feel like this is a huge step backwards, and, while the patch has only been live for a few hours, I've heard nearly universal negative feedback in relation to it in-chat and in-match. Tomch tried to defend it by saying he saw what Muse was trying to accomplish, but I can't agree with him ;D

So... commence feedback. I'll get my pitchfork.

230
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 09:09:06 am »
I already miss the old hit markers...

new ones are v hard to see, also I think they're bugged, all my own hits are red even if the hull is up.

This seems like a design decision. An awful, but purposely done, design decision. It was present in the developers app or Alliance recently (can't remember where I saw it, but it was there). We must rebel. Our voices must be heard. The old system was very, very good. There were no problems. If it ain't broke, don't fix it. Now it's extremely hard to tell where your shots are landing if they are ineffective (and even when they are effective!). It's a bad, bad change, and we all need to let Muse KNOW that. Otherwise they'll keep it in... I can't imagine explaining to newbies how to shoot and where to shoot now... sigh...

#HitmarkerGate #CrosshairControversy

Also, while the new victory/defeat screen is surely pretty, it isn't functional AT ALL. Now rematches seem even LESS likely to occur, and holy crap, the scene change from ship to ship is so fast it's ... distracting.

And to add injury to insult [sic], I'm playing in 1920x1080 resolution on a 27 inch monitor and the new UI fonts are TINY to the point of absurdity! Goodness, Muse, why!? My eyes! My poor eyes!

231
Feedback and Suggestions / Re: WANTED minigame remake suggestion
« on: February 22, 2016, 11:54:49 am »
Can't help but agree. I participated in the Wanted system one time, the January season, and won the Most Dangerous Bounty award, completely by accident, and only because I played WAAAAY TOO MUCH in the past few months. I seriously lost probably 60% of the matches I played and won (obviously) the other 40%... yet I had the most wins. I would love to see the statistics of the games played by the other participants in the top ten on the leaderboard during that season, including the number of wins and losses they incurred. I presume I played roughly 500 matches and won about 220 of them. Quantity over quality got me the victory.

Or did it? I posit that the matches I flew in were "better" matches, even if I often lost them, because I was flying with a variety of different players, old and new, skilled and crap.

The competition at the top of the board frustrated me because anytime I encountered those players they were always flying with their clan mates and always winning. I'm thinking of one player in particular, who I thought actually won the Most Dangerous Bounty award for the January season instead of me. I was surprised when I got the badge instead. Pleasantly surprised, though :).

It was incredibly hard to collect bounties, so I gave up completely on trying to win that award. My pubnubscrub squads simply were not strong enough. But I am proud of the fact that I won Most Dangerous Bounty simply by winning and losing over and over again with random people. I mean, I played way too many matches to win it, but at least I did it fairly. That being said... never again. It just isn't fun to compete with people who have an inherent edge by flying with clan mates and pub stomping. I'd consider participating again if the system changed to something like what is proposed above. Kudos for trying to shake up the system.

232
Community Events / Re: Cronus League Week 8!
« on: February 22, 2016, 04:19:11 am »
So Green Sun Rising, at 19th place in Week Seven, takes a break for a week... and their substitute team, Rhea, along with Skyborne, win all three matches... and now Green Sun Rising is in 9th place for Week Eight. No one has an issue with this besides me? And no, I'm not bringing it up because Green Sun Rising is my ally this week. It was nonsense from the beginning, when we faced Rhea and Skyborne in Round 1 of Week Seven.

233
Feedback and Suggestions / Re: Suggestion: Increasing Playerbase
« on: February 19, 2016, 05:45:03 am »
It is a lot easier to get out of novicehood than it used to.

EXACTLY

And this is bad. Bad.

234
Feedback and Suggestions / Re: Suggestion: Increasing Playerbase
« on: February 18, 2016, 09:50:20 am »
Bad idea. Bad. I've covered how I believe player-base should be increased and retained in other threads, so I'll skip that here. But basically:

Don't make GOI free-to-play. Free-to-play killed Team Fortress 2 for me and nearly all my friends. "Back in the day," before TF2 was the cash-cow it now is for Valve, I used to hang out on the same servers with the same people all the time. I traveled to visit new gaming friends. We all went to Boston for PAX East. We had costumes. We spent hundreds of hours together screwing around online and in person. It was... glorious. But now, those servers are long-dead because of the influx of F2P newbs and the rise of Valve-controlled servers, and my former TF2 friends from "real life" and online never play anymore. I miss the old days of TF2. A golden era for gaming. RIP TF2 2007-2011.

Don't make me miss the old days of GOI. Don't kill my baby.

235
Feedback and Suggestions / Re: vet games:blind pick
« on: February 17, 2016, 09:06:00 pm »
I would play vet games if this "blind pick" existed. Seriously. That would be a blast.

236
Feedback and Suggestions / Re: Get rid of vet game. Get rid of novice.
« on: February 16, 2016, 04:49:39 am »
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There will always be only one vet lobby at any given time, be it custom match formed or match made and will be made available to all who join that. These lobbies will only ever be available if more than 50 players with a level 30+ class are online, otherwise it keeps the player pool consolidated

Ugh. This explains a lot. And why I avoid them.

237
Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: February 15, 2016, 11:34:34 pm »
Gunners rebuild and repair guns 40% faster

While I'm interested in this in principle, two questions:

1. Why 40% Why not 50%? Why not 25%? Just seems... arbitrary.
2. What do you mean "faster?" They swing their tools faster? They rebuild/repair 40% more damage? Don't forget about cool-down time.

238
Community Events / Re: Cronus League Week 7!
« on: February 15, 2016, 05:39:13 pm »
Option B. It isn't hard to get teams... just gotta personally advertise a bit. My team and I are evidence of that.

239
Feedback and Suggestions / Re: Hwatcha Nerf
« on: February 13, 2016, 05:08:39 am »
Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click-Click

Burst ammo, eh? :D But yeah! I'm the same! Although I probably only press it like 8 or so times.

240
Feedback and Suggestions / Re: Hwatcha Nerf
« on: February 12, 2016, 02:51:56 pm »
For my first thousand matches I didn't know you could hold down to shoot hwatcha

I didn't know you could hold down to shoot hwatcha
hold down to shoot hwatcha
hold down
shoot hwatcha




I have seriously learned something today.

No shit. I seriously just learned this for the first time this week, after years of skillfully and purposely staggering my shots to make sure I was aiming as carefully as possible. My mouse will thank me for saving some clicks now.

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